I put that disclaimer into mine because it's an example and not very efficient. More specifically, where you pointed out, it will create EVERY tile in the "lvl" array.
I guess I was using Yann's version of this to base mine on. It uses the mathematical tile selection method instead. Like you said, less actions.
And yeah that's what I thought you meant regarding the "every tile" comment. In my current implementation I have anywhere between 1500 to 2500 tiles depending on the randomization. I'm also using the optimization where any non-edge blocks turn off their solid behaviour. And, i'm carving out caves to decrease block counts (and they're cool, lol). Between these tweaks, I get an average framerate of 30 or so in a browser, 60 on pc executable. I'm using some gameplay mechanics to explain the smaller slice of the world you get to explore. <img src="smileys/smiley2.gif" border="0" align="middle" />
But, I also allow the player to warp in and out of areas, and you're put in a "new" randomized area each time. Funny thing is, the block counts aren't killing me, it's AI. All I need to do is add a small number of bunnies (my test AI) with platforming behaviour and it starts bogging down. I'm not sure if it's their platforming or animations, but probably the former. Dammit, they look so cute jumping around and finding their way out of holes. And they blow up real good. <img src="smileys/smiley9.gif" border="0" align="middle" />
I'm very close to posting an early version of my project online (site, not capx), i'll link it here once I do. Thanks for the reply.